diff options
Merge branch 'master' into bigmerge
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 126 |
1 files changed, 58 insertions, 68 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index c22d27f..f93d7ba 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -74,6 +74,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
74 | private bool _zeroFlag = false; | 74 | private bool _zeroFlag = false; |
75 | private bool m_lastUpdateSent = false; | 75 | private bool m_lastUpdateSent = false; |
76 | private Vector3 _velocity; | 76 | private Vector3 _velocity; |
77 | private Vector3 m_taintTargetVelocity; | ||
77 | private Vector3 _target_velocity; | 78 | private Vector3 _target_velocity; |
78 | private Vector3 _acceleration; | 79 | private Vector3 _acceleration; |
79 | private Vector3 m_rotationalVelocity; | 80 | private Vector3 m_rotationalVelocity; |
@@ -161,17 +162,19 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
161 | { | 162 | { |
162 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | 163 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; |
163 | } | 164 | } |
165 | |||
164 | _position = pos; | 166 | _position = pos; |
165 | m_taintPosition.X = pos.X; | 167 | m_taintPosition = pos; |
166 | m_taintPosition.Y = pos.Y; | ||
167 | m_taintPosition.Z = pos.Z; | ||
168 | } | 168 | } |
169 | else | 169 | else |
170 | { | 170 | { |
171 | _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); | 171 | _position |
172 | m_taintPosition.X = _position.X; | 172 | = new Vector3( |
173 | m_taintPosition.Y = _position.Y; | 173 | (float)_parent_scene.WorldExtents.X * 0.5f, |
174 | m_taintPosition.Z = _position.Z; | 174 | (float)_parent_scene.WorldExtents.Y * 0.5f, |
175 | parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); | ||
176 | m_taintPosition = _position; | ||
177 | |||
175 | m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); | 178 | m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); |
176 | } | 179 | } |
177 | 180 | ||
@@ -431,13 +434,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
431 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | 434 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; |
432 | } | 435 | } |
433 | 436 | ||
434 | _position.X = value.X; | 437 | m_taintPosition = value; |
435 | _position.Y = value.Y; | ||
436 | _position.Z = value.Z; | ||
437 | |||
438 | m_taintPosition.X = value.X; | ||
439 | m_taintPosition.Y = value.Y; | ||
440 | m_taintPosition.Z = value.Z; | ||
441 | _parent_scene.AddPhysicsActorTaint(this); | 438 | _parent_scene.AddPhysicsActorTaint(this); |
442 | } | 439 | } |
443 | else | 440 | else |
@@ -585,15 +582,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
585 | d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH); | 582 | d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH); |
586 | Body = d.BodyCreate(_parent_scene.world); | 583 | Body = d.BodyCreate(_parent_scene.world); |
587 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | 584 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); |
588 | 585 | ||
589 | _position.X = npositionX; | 586 | _position.X = npositionX; |
590 | _position.Y = npositionY; | 587 | _position.Y = npositionY; |
591 | _position.Z = npositionZ; | 588 | _position.Z = npositionZ; |
592 | 589 | ||
593 | 590 | m_taintPosition = _position; | |
594 | m_taintPosition.X = npositionX; | ||
595 | m_taintPosition.Y = npositionY; | ||
596 | m_taintPosition.Z = npositionZ; | ||
597 | 591 | ||
598 | d.BodySetMass(Body, ref ShellMass); | 592 | d.BodySetMass(Body, ref ShellMass); |
599 | d.Matrix3 m_caprot; | 593 | d.Matrix3 m_caprot; |
@@ -708,7 +702,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
708 | // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); | 702 | // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); |
709 | // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | 703 | // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); |
710 | // //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); | 704 | // //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); |
711 | // //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); | 705 | // //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyFArotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); |
712 | // } | 706 | // } |
713 | 707 | ||
714 | public override Vector3 Force | 708 | public override Vector3 Force |
@@ -774,14 +768,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
774 | if (value.IsFinite()) | 768 | if (value.IsFinite()) |
775 | { | 769 | { |
776 | m_pidControllerActive = true; | 770 | m_pidControllerActive = true; |
777 | _target_velocity = value; | 771 | m_taintTargetVelocity = value; |
772 | _parent_scene.AddPhysicsActorTaint(this); | ||
778 | } | 773 | } |
779 | else | 774 | else |
780 | { | 775 | { |
781 | m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); | 776 | m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); |
782 | } | 777 | } |
783 | 778 | ||
784 | // m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", _target_velocity); | 779 | // m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", m_taintTargetVelocity); |
785 | } | 780 | } |
786 | } | 781 | } |
787 | 782 | ||
@@ -841,16 +836,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
841 | // If uncommented, things get pushed off world | 836 | // If uncommented, things get pushed off world |
842 | // | 837 | // |
843 | // m_log.Debug("Push!"); | 838 | // m_log.Debug("Push!"); |
844 | // _target_velocity.X += force.X; | 839 | // m_taintTargetVelocity.X += force.X; |
845 | // _target_velocity.Y += force.Y; | 840 | // m_taintTargetVelocity.Y += force.Y; |
846 | // _target_velocity.Z += force.Z; | 841 | // m_taintTargetVelocity.Z += force.Z; |
847 | } | 842 | } |
848 | else | 843 | else |
849 | { | 844 | { |
850 | m_pidControllerActive = true; | 845 | m_pidControllerActive = true; |
851 | _target_velocity.X += force.X; | 846 | m_taintTargetVelocity += force; |
852 | _target_velocity.Y += force.Y; | ||
853 | _target_velocity.Z += force.Z; | ||
854 | } | 847 | } |
855 | } | 848 | } |
856 | else | 849 | else |
@@ -871,8 +864,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
871 | public void doForce(Vector3 force) | 864 | public void doForce(Vector3 force) |
872 | { | 865 | { |
873 | d.BodyAddForce(Body, force.X, force.Y, force.Z); | 866 | d.BodyAddForce(Body, force.X, force.Y, force.Z); |
874 | //d.BodySetRotation(Body, ref m_StandUpRotation); | ||
875 | //standupStraight(); | ||
876 | } | 867 | } |
877 | 868 | ||
878 | public override void SetMomentum(Vector3 momentum) | 869 | public override void SetMomentum(Vector3 momentum) |
@@ -1062,69 +1053,66 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1062 | internal void UpdatePositionAndVelocity() | 1053 | internal void UpdatePositionAndVelocity() |
1063 | { | 1054 | { |
1064 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 1055 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! |
1065 | d.Vector3 vec; | 1056 | d.Vector3 newPos; |
1066 | try | 1057 | try |
1067 | { | 1058 | { |
1068 | vec = d.BodyGetPosition(Body); | 1059 | newPos = d.BodyGetPosition(Body); |
1069 | } | 1060 | } |
1070 | catch (NullReferenceException) | 1061 | catch (NullReferenceException) |
1071 | { | 1062 | { |
1072 | bad = true; | 1063 | bad = true; |
1073 | _parent_scene.BadCharacter(this); | 1064 | _parent_scene.BadCharacter(this); |
1074 | vec = new d.Vector3(_position.X, _position.Y, _position.Z); | 1065 | newPos = new d.Vector3(_position.X, _position.Y, _position.Z); |
1075 | base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! | 1066 | base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! |
1076 | m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid); | 1067 | m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid); |
1077 | } | 1068 | } |
1078 | 1069 | ||
1079 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 1070 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) |
1080 | if (vec.X < 0.0f) vec.X = 0.0f; | 1071 | if (newPos.X < 0.0f) newPos.X = 0.0f; |
1081 | if (vec.Y < 0.0f) vec.Y = 0.0f; | 1072 | if (newPos.Y < 0.0f) newPos.Y = 0.0f; |
1082 | if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f; | 1073 | if (newPos.X > (int)_parent_scene.WorldExtents.X - 0.05f) newPos.X = (int)_parent_scene.WorldExtents.X - 0.05f; |
1083 | if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f; | 1074 | if (newPos.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) newPos.Y = (int)_parent_scene.WorldExtents.Y - 0.05f; |
1084 | 1075 | ||
1085 | _position.X = vec.X; | 1076 | _position.X = newPos.X; |
1086 | _position.Y = vec.Y; | 1077 | _position.Y = newPos.Y; |
1087 | _position.Z = vec.Z; | 1078 | _position.Z = newPos.Z; |
1088 | 1079 | ||
1089 | // I think we need to update the taintPosition too -- Diva 12/24/10 | 1080 | // I think we need to update the taintPosition too -- Diva 12/24/10 |
1090 | m_taintPosition.X = vec.X; | 1081 | m_taintPosition = _position; |
1091 | m_taintPosition.Y = vec.Y; | ||
1092 | m_taintPosition.Z = vec.Z; | ||
1093 | 1082 | ||
1094 | // Did we move last? = zeroflag | 1083 | // Did we move last? = zeroflag |
1095 | // This helps keep us from sliding all over | 1084 | // This helps keep us from sliding all over |
1096 | 1085 | ||
1097 | if (_zeroFlag) | 1086 | if (_zeroFlag) |
1098 | { | 1087 | { |
1099 | _velocity.X = 0.0f; | 1088 | _velocity = Vector3.Zero; |
1100 | _velocity.Y = 0.0f; | ||
1101 | _velocity.Z = 0.0f; | ||
1102 | 1089 | ||
1103 | // Did we send out the 'stopped' message? | 1090 | // Did we send out the 'stopped' message? |
1104 | if (!m_lastUpdateSent) | 1091 | if (!m_lastUpdateSent) |
1105 | { | 1092 | { |
1106 | m_lastUpdateSent = true; | 1093 | m_lastUpdateSent = true; |
1107 | //base.RequestPhysicsterseUpdate(); | 1094 | //base.RequestPhysicsterseUpdate(); |
1108 | |||
1109 | } | 1095 | } |
1110 | } | 1096 | } |
1111 | else | 1097 | else |
1112 | { | 1098 | { |
1113 | m_lastUpdateSent = false; | 1099 | m_lastUpdateSent = false; |
1100 | d.Vector3 newVelocity; | ||
1101 | |||
1114 | try | 1102 | try |
1115 | { | 1103 | { |
1116 | vec = d.BodyGetLinearVel(Body); | 1104 | newVelocity = d.BodyGetLinearVel(Body); |
1117 | } | 1105 | } |
1118 | catch (NullReferenceException) | 1106 | catch (NullReferenceException) |
1119 | { | 1107 | { |
1120 | vec.X = _velocity.X; | 1108 | newVelocity.X = _velocity.X; |
1121 | vec.Y = _velocity.Y; | 1109 | newVelocity.Y = _velocity.Y; |
1122 | vec.Z = _velocity.Z; | 1110 | newVelocity.Z = _velocity.Z; |
1123 | } | 1111 | } |
1124 | _velocity.X = (vec.X); | ||
1125 | _velocity.Y = (vec.Y); | ||
1126 | 1112 | ||
1127 | _velocity.Z = (vec.Z); | 1113 | _velocity.X = newVelocity.X; |
1114 | _velocity.Y = newVelocity.Y; | ||
1115 | _velocity.Z = newVelocity.Z; | ||
1128 | 1116 | ||
1129 | if (_velocity.Z < -6 && !m_hackSentFall) | 1117 | if (_velocity.Z < -6 && !m_hackSentFall) |
1130 | { | 1118 | { |
@@ -1253,6 +1241,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1253 | 1241 | ||
1254 | internal void ProcessTaints() | 1242 | internal void ProcessTaints() |
1255 | { | 1243 | { |
1244 | if (m_taintPosition != _position) | ||
1245 | { | ||
1246 | if (Body != IntPtr.Zero) | ||
1247 | { | ||
1248 | d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z); | ||
1249 | _position = m_taintPosition; | ||
1250 | } | ||
1251 | } | ||
1252 | |||
1253 | if (m_taintTargetVelocity != _target_velocity) | ||
1254 | _target_velocity = m_taintTargetVelocity; | ||
1255 | |||
1256 | if (m_tainted_isPhysical != m_isPhysical) | 1256 | if (m_tainted_isPhysical != m_isPhysical) |
1257 | { | 1257 | { |
1258 | if (m_tainted_isPhysical) | 1258 | if (m_tainted_isPhysical) |
@@ -1294,8 +1294,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1294 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | 1294 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); |
1295 | d.BodyDestroy(Body); | 1295 | d.BodyDestroy(Body); |
1296 | d.GeomDestroy(Shell); | 1296 | d.GeomDestroy(Shell); |
1297 | AvatarGeomAndBodyCreation(_position.X, _position.Y, | 1297 | AvatarGeomAndBodyCreation( |
1298 | _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); | 1298 | _position.X, |
1299 | _position.Y, | ||
1300 | _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); | ||
1299 | 1301 | ||
1300 | // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't | 1302 | // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't |
1301 | // appear to stall initial region crossings when done here. Being done for consistency. | 1303 | // appear to stall initial region crossings when done here. Being done for consistency. |
@@ -1312,18 +1314,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1312 | + (Amotor==IntPtr.Zero ? "Amotor ":"")); | 1314 | + (Amotor==IntPtr.Zero ? "Amotor ":"")); |
1313 | } | 1315 | } |
1314 | } | 1316 | } |
1315 | |||
1316 | if (!m_taintPosition.ApproxEquals(_position, 0.05f)) | ||
1317 | { | ||
1318 | if (Body != IntPtr.Zero) | ||
1319 | { | ||
1320 | d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z); | ||
1321 | |||
1322 | _position.X = m_taintPosition.X; | ||
1323 | _position.Y = m_taintPosition.Y; | ||
1324 | _position.Z = m_taintPosition.Z; | ||
1325 | } | ||
1326 | } | ||
1327 | } | 1317 | } |
1328 | 1318 | ||
1329 | internal void AddCollisionFrameTime(int p) | 1319 | internal void AddCollisionFrameTime(int p) |